This mod patch is mean to enhance the work of Monitor144, and is based on the mod at https://www.nexusmods.com/skyrimspecialedition/mods/65091 . I have granted him admin rights on this page as well.
This patch WILL NOT work unless you first install his mod. This was required by him in order for permission to post this.
I am sad that he has chosen not to continue with the mod on nexus. While not clear to me why, he posted about it on his page. Seems to be related to nexus users giving him a hard time, as well as demands of modding. Shame, I think he is really talented.
I went thru a period of time when I was humiliated by a user and could not defend myself. Nexus had less options way back when. I chose not to quit and marched on, and my flagship mod Ultimate Deadly Encounters developed a decent fanbase and is still used by many. But that was my choice, and I respect his.
NEW FEATURES OR FIXES:
1) Fixes behavior in dungeons where there are large numbers of npcs. This is really major, specially if you use spawn mods. The mod was made with surface encounters in mind where area loaded is controlled by ugrids , with 5 being default. This results in 20,480 game units around the player. The mod worked fine with thos parameters. This did not work in dungeons where the ENTIRE LEVEL IS LOADED AT ONCE no matter how big it is. Mod was selecting npcs that were supr far from the player. This was corrected in this patch.
2) Adds missing SEQ file
3) Adds new MCM menu option to randomize the number of allowed attackers, using the user selected number as the base. Lets say you set allowed number of attackers to 5. If randomize is enabled, then the mod will select a limit between 1 and the max you set every few seconds. The effect on gameplay is dramatic. The look of a martials arts movie where everyone waits a turn circling you is minimized, while maintaining the effect. It is more natural looking combat. As the number of actual attackers and those circling keep changing, the feel is that of a wolf pack trying to pick you off. I believe more immersive and fun as you cannot predict how many are actually attacking.
Future plans: not sure if any
Change logs:
1.0 - initial release 1.01 - fixes diagnostic message - this a MUST update 1.2 - esl state was fractured by new additions. Re-compacted mod and made into a proper esl. 1.3 - sigh. the esl was stuck in overwrite mod manager folder. never used . this is the real proper esl package, with a esl. Do not upgrade from previous versions! start new game. sorry guys, not used to using and making esl's. 1.3 has nothing else new over 1.2 1.2a Cannot make it a real esl and the distribution code wants a esp. 1.3 Added support for Falmer. Also fixed keyword for Draugr with wildcard * to include all Draugr 1.4 a)Removed files not touched by me, you will again need to install original mod first, then overwrite with this one. Called a merge in MO. Not sure how vortex handles it. Hate the thing. b) Fixed the mcm menu option "Mod Activate Point". There is a long story on that, see my sticky post. 1.41 - an attempt to correct the following original mod log errors, even though I believe they do not matter and will not affect game stability. Please report if it help. the errors do NOT show up normally. I believe they are due to intense fighting where npcs are quickly being hit or dying.
Spoiler:
Show
[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20 [None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 100 [None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 123[05/15/2022 - 10:21:41PM] error: Array index -1 is out of range (0-127) stack: [None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20 [None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 100 [None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 123
2.0 - MAJOR SCRIPT BUG FIXES by jellytajm his words: -- Fixed script dumping for the most part. Note that there is still some chance to script dump but it should be reduced by a lot. With how the mod is scripted, at least to my knowledge, with a lot of enemies (>20) there will always be a chance for problems. -- Fixed the preset save/load and added a reset settings option, to reset back to default settings. Since there are more options now, there might be some bugged numbers on settings in the first load game after updating. In that case just reset to default and work from there. -- I considered reducing enemies for mod start and max attacking enemies from 128 to like 40, but left it as is. I optimized the script so that only the current amount of enemies will be taken into account (from the max attacking enemies option). -- Also fixed a couple bugs from original mod, on top of adding a failsafe so that infinite looping shouldn't be possible anymore.
Install note: in MO2 when installing patch and prompted for mod name use "Wait Your Turn - Enemy Circling Behaviour" and when prompted select "merge"
Seems author had a mcm menu option staged but not released. I accidentally made it appear when i added a new mcm menu option and compiled the script. Did not notice it. Was not looking for it. It is the "Mod Activate Point" menu option. Was not there before. Its value defaults to 2, so the mod will not do anything if it sees only 1 npc. When i accidentally added the mcm menu option It broke the default value, making it zero. This is because a SECOND script supporting it was also staged but not compiled. Took me over FOUR hours to figure it out. Never in my wildest dreams did it occur to me that two of the source scripts had newer code than the compiled scripts mods was using. Once I figured out the source script for mcm had newer code, and that the new mcm menu was not working right defaulting to zero, on a hunch I recompiled its supporting script and bang! it fixed the mcm menu option.
Two is a good value for that menu option, never use zero. Three or four with some mod loads may be good.
hmmm if you put them at the very end of your load order, dead last. you dont want to change the load order of existing mdos as it will orphan many references.
bet, thanks! I'll try it out and if anything happens it's my own fault lol. Not against starting over if need be, tis the way of Skyrim modding. Salute to you for the mod good sir
Having a slight issue with enemies warping past me and attacking from behind when I get several of them in a chokepoint. Glad you've continued work on this mod as well as Vigor.
jellytajm has taken the lead on this mod, fixing stuff I never would have been able to. I could never grasp 100% how original modder coded everyhing . But he has.
As far as Vigor, I put out a variant of it but have not touched it since 2022.
Unfortunately the proper solution to this issue is beyond the scope of this mod, at least from what I tested. I'm not gonna go into technical detail but it's basically an issue with enemy not having LOS to you and eventually game just warping them to closest position where they have it. I have an idea of a "band-aid" fix to this, but I need to test it. It's possible that it would just make the mod feel jank and then it's no go.
If you notice this happening a lot, you might be able to reduce the frequency, at least a bit, by increasing the min and max interval in mcm.
Having the issue with enemies stopping being aggressive, they just circle with weapon/shield up in block stance and never attack anymore, using 1.41 will try 1.4, was getting ready to start a new playthrough and was gonna try without this mod at all to see if prob still persists but ill try rolling back to 1.4. I don't use SCAR but do use mco.
Thanks for your works again but I am having errors when I am checking my save files with Fallrim. I don't know if its about this mod but I it only appears to me after I installed this mod and hit a dungeon.
Fallrim Message Box: Potential problems were identified There are 55 stacks and 152 frames, which may indicate a problem. WYT_CheckGlobalsScript occurs the most often (69 occurrences)
(After I clicked the wyt_checkglobalscript) Information:
SCRIPT WYT_CheckGlobalsScript extends ActiveMagicEffect Contains 10 member variables, 0 were inherited.
113 comments
This mod patch is mean to enhance the work of Monitor144, and is based on the mod at https://www.nexusmods.com/skyrimspecialedition/mods/65091 . I have granted him admin rights on this page as well.
This patch WILL NOT work unless you first install his mod. This was required by him in order for permission to post this.
I am sad that he has chosen not to continue with the mod on nexus. While not clear to me why, he posted about it on his page. Seems to be related to nexus users giving him a hard time, as well as demands of modding. Shame, I think he is really talented.
I went thru a period of time when I was humiliated by a user and could not defend myself. Nexus had less options way back when. I chose not to quit and marched on, and my flagship mod Ultimate Deadly Encounters developed a decent fanbase and is still used by many. But that was my choice, and I respect his.
NEW FEATURES OR FIXES:
1) Fixes behavior in dungeons where there are large numbers of npcs. This is really major, specially if you use spawn mods. The mod was made with surface encounters in mind where area loaded is controlled by ugrids , with 5 being default. This results in 20,480 game units around the player. The mod worked fine with thos parameters. This did not work in dungeons where the ENTIRE LEVEL IS LOADED AT ONCE no matter how big it is. Mod was selecting npcs that were supr far from the player. This was corrected in this patch.
2) Adds missing SEQ file
3) Adds new MCM menu option to randomize the number of allowed attackers, using the user selected number as the base. Lets say you set allowed number of attackers to 5. If randomize is enabled, then the mod will select a limit between 1 and the max you set every few seconds. The effect on gameplay is dramatic. The look of a martials arts movie where everyone waits a turn circling you is minimized, while maintaining the effect. It is more natural looking combat. As the number of actual attackers and those circling keep changing, the feel is that of a wolf pack trying to pick you off. I believe more immersive and fun as you cannot predict how many are actually attacking.
Future plans: not sure if any
Change logs:
1.0 - initial release
1.01 - fixes diagnostic message - this a MUST update
1.2 - esl state was fractured by new additions. Re-compacted mod and made into a proper esl.
1.3 - sigh. the esl was stuck in overwrite mod manager folder. never used . this is the real proper esl package, with a esl. Do not upgrade from previous versions! start new game. sorry guys, not used to using and making esl's. 1.3 has nothing else new over 1.2
1.2a Cannot make it a real esl and the distribution code wants a esp.1.3 Added support for Falmer. Also fixed keyword for Draugr with wildcard * to include all Draugr
1.4 a)Removed files not touched by me, you will again need to install original mod first, then overwrite with this one. Called a merge in MO. Not sure how vortex handles it. Hate the thing.
b) Fixed the mcm menu option "Mod Activate Point". There is a long story on that, see my sticky post.
1.41 - an attempt to correct the following original mod log errors, even though I believe they do not matter and will not affect game stability. Please report if it help. the errors do NOT show up normally. I believe they are due to intense fighting where npcs are quickly being hit or dying.
[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20 [None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 100
[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 123[05/15/2022 - 10:21:41PM] error: Array index -1 is out of range (0-127)
stack:
[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 100
[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 123
2.0 - MAJOR SCRIPT BUG FIXES by jellytajm
his words:
-- Fixed script dumping for the most part. Note that there is still some chance to script dump but it should be reduced by a lot. With how the
mod is scripted, at least to my knowledge, with a lot of enemies
(>20) there will always be a chance for problems.
-- Fixed the preset save/load and added a reset settings option, to
reset back to default settings. Since there are more options now, there
might be some bugged numbers on settings in the first load game after
updating. In that case just reset to default and work from there.
-- I considered reducing enemies for mod start and max attacking enemies
from 128 to like 40, but left it as is. I optimized the script so that
only the current amount of enemies will be taken into account (from the
max attacking enemies option).
-- Also fixed a couple bugs from original mod, on top of adding a
failsafe so that infinite looping shouldn't be possible anymore.
Install note: in MO2 when installing patch and prompted for mod name use "Wait Your Turn - Enemy Circling Behaviour" and when prompted select "merge"
Seems author had a mcm menu option staged but not released. I accidentally made it appear when i added a new mcm menu option and compiled the script. Did not notice it. Was not looking for it. It is the "Mod Activate Point" menu option. Was not there before. Its value defaults to 2, so the mod will not do anything if it sees only 1 npc. When i accidentally added the mcm menu option It broke the default value, making it zero. This is because a SECOND script supporting it was also staged but not compiled. Took me over FOUR hours to figure it out. Never in my wildest dreams did it occur to me that two of the source scripts had newer code than the compiled scripts mods was using. Once I figured out the source script for mcm had newer code, and that the new mcm menu was not working right defaulting to zero, on a hunch I recompiled its supporting script and bang! it fixed the mcm menu option.
Two is a good value for that menu option, never use zero. Three or four with some mod loads may be good.
over and out.
My complete mod list:
https://modwat.ch/u/Tonycubed3/modlist
https://modwat.ch/u/Tonycubed3 (updated March 24, 2022)
Glad you've continued work on this mod as well as Vigor.
As far as Vigor, I put out a variant of it but have not touched it since 2022.
If you notice this happening a lot, you might be able to reduce the frequency, at least a bit, by increasing the min and max interval in mcm.
Thanks for the info guys.
Fallrim Message Box: Potential problems were identified
There are 55 stacks and 152 frames, which may indicate a problem.
WYT_CheckGlobalsScript occurs the most often (69 occurrences)
(After I clicked the wyt_checkglobalscript) Information:
SCRIPT WYT_CheckGlobalsScript extends ActiveMagicEffect Contains 10 member variables, 0 were inherited.
There are 0 instances of this script.
There are 10 references of this script.